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Multiclassing Feats & Powers
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<blockquote data-quote="theNater" data-source="post: 4327516" data-attributes="member: 62560"><p>I don't understand. Can you provide an example of a rogue power that has sneak attack as a prerequisite?</p><p></p><p>You are welcome to house rule things however you want. According to the PHB, however, you cannot select powers from your second class instead of your first class when gaining a level that provides a new power.</p><p></p><p>A character who starts as a fighter and multiclasses into wizard is not a wizard. It is a fighter who has learned some wizard spells. Naturally, they will know fewer spells than a wizard. However, they will know more fighter exploits than a wizard will.</p><p></p><p>If this is the way you want to house rule it, go ahead. I'm still discussing the material in the PHB.</p><p></p><p>The monster's attack bonuses keep pace with their level. If Iron Will would be good for a fighter at first level, it will still be good for the fighter at eleventh level.</p><p></p><p>You've got a few problems here. Firstly, there are 5 armor proficiency feats, 2 shield proficiency feats, and the feat Weapon Proficiency. The fighter is proficient in both types of shields and 4 of the five kinds of armors. However, there are 5 kinds of weapons in which the fighter is not proficient. Not all of them are improvements over weapons the fighter is already proficient in, but they do include the bastard sword, which others have noticed is a very potent weapon, and the spiked chain, which is the only reach weapon with a +3 proficiency bonus. Proficiency in one of those could be quite valuable to a fighter.</p><p></p><p>Secondly, the fighter's Combat Superiority class feature makes their opportunity attacks more valuable than those of other classes. Enhancing a fighter's opportunity attacks is never a bad idea.</p><p></p><p>Thirdly, there are a number of ways to get combat superiority over an enemy. The most common way is flanking, and if you have a rogue in the party, he will often try to flank things with you. As such, some bonuses to combat superiority will be handy in such a party.</p><p></p><p>Durable may be borderline for a fighter, but Quick Draw is entirely worthwhile. Not only does it let you easily switch to a ranged weapon for foes out of reach, but it also cuts the action cost to make use of a potion in half. If the fighter is taking lots of damage, that can be a life saver.</p><p></p><p>4th edition's Two-Weapon Fighting feat is not 3rd edition's Two-Weapon Fighting feat. That doesn't mean it doesn't do anything. It provides a damage bonus, and many fighters like to be able to do damage.</p><p></p><p>Fast Runner is very handy, because it increases the character's charge range. Highly useful for fighters who want to get into melee range with the enemy.</p><p></p><p>Assuming your count on remaining feats is correct, you are all set, as non-humans get their 6th feat at level 10(feats are gained at levels 1, 2, 4, 6, 8, and 10, for a total of 6 feats). Also, every race has at least one racial feat available to them, so not only do you have enough feats, there are enough feats that you get to make choices.</p><p></p><p>Neither of those things are unrealistic. Those are both quite reasonable.</p><p></p><p>What is unrealistic is expecting a feat to provide a +1 bonus to all attack rolls, or to provide additional attacks, or permit you to perform ranged attacks or cast spells without provoking opportunity attacks. Feats are not that powerful. If you decrease your expectations about what feats can do, you may find that you have a wider range of acceptable feat choices.</p><p></p><p>It is also unrealistic to assume that feat choices will make the difference between life and death for your character. That is the realm of powers and class features. Feats are small, usually conditional, boosts, not your primary tools.</p><p></p><p>It's really more like telling someone "Here is your McDonald's coupon. If you're a member of Wendy's preferred customer group, they will honor it a half price."</p><p></p><p>To be clear on the analogy, your first class is your McDonald's class, so when you receive your power(the coupon), it is a McDonald's coupon by default. Multiclassing into the second class is joining Wendy's preferred customer group, and the "half price" is how you know that you still need to spend a little more(the power-swap feat) to actually use your coupon at Wendy's.</p><p></p><p>The statement in the PHB is "For example, a character who takes Initiate of the Faith counts as a cleric for the purpose of selecting feats that have cleric as a prerequisite." This statement is true, and the fact that there are no feats in the PHB for which being a cleric is a prerequisite does not make it false.</p><p></p><p>I have never claimed that a character who multiclasses into ranger can take the ranger paragon paths. I don't know why you're arguing that point.</p><p></p><p>What I mean is that at level 10, a character who has multiclassed and used all three power-swap feats will have 2 at-will powers from their first class, two encounter powers from their first class, one encounter power from their second class, two daily powers from their first class, one daily power from their second class, two utility powers from their first class, and one utility power from their second class.</p><p></p><p>At this point, they have 3 choices. I'm going to assume while describing these choices that a power from a paragon path counts as a power from the class that it has as a prerequisite. Also note that they have as many powers as they are going to get by level 26.</p><p></p><p>They can take a paragon path from their first class, in which case they will end up with 17 powers, three of which are from their second class.</p><p></p><p>They can use the paragon multiclassing option, in which case they will have, at level 26, 1 at-will power from their first class, 1 at-will power from their second class, 2 encounter powers from their first class, 2 encounter powers from their second class, 2 daily powers from their first class, 2 daily powers from their second class, 4 utility powers from their first class, 2 utility powers from their second class, and 1 utility power from their epic destiny. Note that the attack powers are split exactly half and half.</p><p></p><p>Or they can take a paragon path from their second class(unless, of course, their second class is ranger). In this case, at level 26 they have: 2 at-will powers from their first class, 2 encounter powers from their first class, 2 encounter powers from their second class, 2 daily powers from their first class, 2 daily powers from their second class, 4 utility powers from their first class, 2 utility powers from their second class, and 1 utility power from their epic destiny. The power split is nearly the same as option 2, with the exception of the second at-will power. However, this does include paragon path features that enhance the impact of the second class.</p><p></p><p>The point of all this is that a character who is serious about multiclassing is not limited to 3 powers from the second class.</p><p></p><p>The flexibility I was referring to was not player flexibility, it was character flexibility. A fighter with even one wizard power is more flexible than a fighter with no wizard powers, because he can do fighter-like things and he can do wizard-like things. For example, fighters get no area powers. Giving an area power to a fighter through multiclassing gives him options in combat that no single classed fighter has.</p><p></p><p>Note that once you have gained a power from your second class, you can trade it up for a higher level power from the second class when gaining a level that provides a new power. You just can't trade out your first class powers for second class powers, or arrange it so that all or almost all of your powers come from your second class. This is to prevent characters from having a fighter's hit points and healing surges and mostly wizard powers.</p></blockquote><p></p>
[QUOTE="theNater, post: 4327516, member: 62560"] I don't understand. Can you provide an example of a rogue power that has sneak attack as a prerequisite? You are welcome to house rule things however you want. According to the PHB, however, you cannot select powers from your second class instead of your first class when gaining a level that provides a new power. A character who starts as a fighter and multiclasses into wizard is not a wizard. It is a fighter who has learned some wizard spells. Naturally, they will know fewer spells than a wizard. However, they will know more fighter exploits than a wizard will. If this is the way you want to house rule it, go ahead. I'm still discussing the material in the PHB. The monster's attack bonuses keep pace with their level. If Iron Will would be good for a fighter at first level, it will still be good for the fighter at eleventh level. You've got a few problems here. Firstly, there are 5 armor proficiency feats, 2 shield proficiency feats, and the feat Weapon Proficiency. The fighter is proficient in both types of shields and 4 of the five kinds of armors. However, there are 5 kinds of weapons in which the fighter is not proficient. Not all of them are improvements over weapons the fighter is already proficient in, but they do include the bastard sword, which others have noticed is a very potent weapon, and the spiked chain, which is the only reach weapon with a +3 proficiency bonus. Proficiency in one of those could be quite valuable to a fighter. Secondly, the fighter's Combat Superiority class feature makes their opportunity attacks more valuable than those of other classes. Enhancing a fighter's opportunity attacks is never a bad idea. Thirdly, there are a number of ways to get combat superiority over an enemy. The most common way is flanking, and if you have a rogue in the party, he will often try to flank things with you. As such, some bonuses to combat superiority will be handy in such a party. Durable may be borderline for a fighter, but Quick Draw is entirely worthwhile. Not only does it let you easily switch to a ranged weapon for foes out of reach, but it also cuts the action cost to make use of a potion in half. If the fighter is taking lots of damage, that can be a life saver. 4th edition's Two-Weapon Fighting feat is not 3rd edition's Two-Weapon Fighting feat. That doesn't mean it doesn't do anything. It provides a damage bonus, and many fighters like to be able to do damage. Fast Runner is very handy, because it increases the character's charge range. Highly useful for fighters who want to get into melee range with the enemy. Assuming your count on remaining feats is correct, you are all set, as non-humans get their 6th feat at level 10(feats are gained at levels 1, 2, 4, 6, 8, and 10, for a total of 6 feats). Also, every race has at least one racial feat available to them, so not only do you have enough feats, there are enough feats that you get to make choices. Neither of those things are unrealistic. Those are both quite reasonable. What is unrealistic is expecting a feat to provide a +1 bonus to all attack rolls, or to provide additional attacks, or permit you to perform ranged attacks or cast spells without provoking opportunity attacks. Feats are not that powerful. If you decrease your expectations about what feats can do, you may find that you have a wider range of acceptable feat choices. It is also unrealistic to assume that feat choices will make the difference between life and death for your character. That is the realm of powers and class features. Feats are small, usually conditional, boosts, not your primary tools. It's really more like telling someone "Here is your McDonald's coupon. If you're a member of Wendy's preferred customer group, they will honor it a half price." To be clear on the analogy, your first class is your McDonald's class, so when you receive your power(the coupon), it is a McDonald's coupon by default. Multiclassing into the second class is joining Wendy's preferred customer group, and the "half price" is how you know that you still need to spend a little more(the power-swap feat) to actually use your coupon at Wendy's. The statement in the PHB is "For example, a character who takes Initiate of the Faith counts as a cleric for the purpose of selecting feats that have cleric as a prerequisite." This statement is true, and the fact that there are no feats in the PHB for which being a cleric is a prerequisite does not make it false. I have never claimed that a character who multiclasses into ranger can take the ranger paragon paths. I don't know why you're arguing that point. What I mean is that at level 10, a character who has multiclassed and used all three power-swap feats will have 2 at-will powers from their first class, two encounter powers from their first class, one encounter power from their second class, two daily powers from their first class, one daily power from their second class, two utility powers from their first class, and one utility power from their second class. At this point, they have 3 choices. I'm going to assume while describing these choices that a power from a paragon path counts as a power from the class that it has as a prerequisite. Also note that they have as many powers as they are going to get by level 26. They can take a paragon path from their first class, in which case they will end up with 17 powers, three of which are from their second class. They can use the paragon multiclassing option, in which case they will have, at level 26, 1 at-will power from their first class, 1 at-will power from their second class, 2 encounter powers from their first class, 2 encounter powers from their second class, 2 daily powers from their first class, 2 daily powers from their second class, 4 utility powers from their first class, 2 utility powers from their second class, and 1 utility power from their epic destiny. Note that the attack powers are split exactly half and half. Or they can take a paragon path from their second class(unless, of course, their second class is ranger). In this case, at level 26 they have: 2 at-will powers from their first class, 2 encounter powers from their first class, 2 encounter powers from their second class, 2 daily powers from their first class, 2 daily powers from their second class, 4 utility powers from their first class, 2 utility powers from their second class, and 1 utility power from their epic destiny. The power split is nearly the same as option 2, with the exception of the second at-will power. However, this does include paragon path features that enhance the impact of the second class. The point of all this is that a character who is serious about multiclassing is not limited to 3 powers from the second class. The flexibility I was referring to was not player flexibility, it was character flexibility. A fighter with even one wizard power is more flexible than a fighter with no wizard powers, because he can do fighter-like things and he can do wizard-like things. For example, fighters get no area powers. Giving an area power to a fighter through multiclassing gives him options in combat that no single classed fighter has. Note that once you have gained a power from your second class, you can trade it up for a higher level power from the second class when gaining a level that provides a new power. You just can't trade out your first class powers for second class powers, or arrange it so that all or almost all of your powers come from your second class. This is to prevent characters from having a fighter's hit points and healing surges and mostly wizard powers. [/QUOTE]
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